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Ivan Rosenguard
11-18-2007, 02:22 PM
Not that anyone will care now that Mass Effect is out, but my game does include a somewhat lower-impact conversation system and multiple selfish/selfless choices and actions that can be chosen during missions and side-missions a-la KOTOR, Jade Empire, and Mass Effect.

Your decisions will affect the ending (among other things).

And before you say "aww man, not another game that makes you choose between 'good' and 'evil'", I would like to point out that you actually tend to make choices between selfish actions, or selfless ones; and while these are the root of evil and good respectively, there is a profound difference even if it only appears subtle.

That being said, you won't see many NPCs in my game (I'm going for quality over quantity), but you will be able to have some cool conversations with them (as well as being able to cheer them up, or **** them off--which may or may not effect whether or not they'll do what you want).

Also, I scrapped the pre-made shops in favor of something that will allow me more freedom with money and sidequests involving money. It took alot of effort, but I created a shop. This man is an online contact through which you will order items. All of the items that you can buy will be available at any point in the game through him. There will probably be other shops as well, but those particular dealers will have more specialized merchandise.

Another advantage of this shop system is that I can include sort of a..."customer rewards" program. The more you buy, the more rare and special (and sometimes illegal) items the dealer will want to let you in on.

Well, anyways, that was just a little info on what I'm trying to tweak and why the demo just isn't ready yet.

On another note:
"I REALLY want a Xbox360 so badly!!!!!!!"

Duel
11-18-2007, 03:35 PM
That's great, your game sounds very impressive.

Perversion
11-18-2007, 09:12 PM
I kinda did something similar in my teaser with conversation choices, but it was more in line with Morrowind (or Oblivion) where if an NPC talks about something, a certain word is highlighted, and if you talk to that person (or sometimes another NPC), that word is now a conversation choice that wasn't there before. Yeah, playing around with dialogue choices is always something good to add a bit of depth/replayability/pseudo-open-endedness to your game.

I'm looking forward to this too, if and when it ever comes out. :p

Ωbright
11-18-2007, 10:29 PM
The deep dialogue decisions, and the way you're using them in the game, sound really cool. I also like the idea of the illegal items. I'm looking forward to this demo coming out!

BTW, isn't this the same game with the 'force meter' type thing? If so, then that's another reason to eagerly anticipate it.

Pagerron
11-18-2007, 10:46 PM
This definitely keeps sounding good. I'm looking forward to trying it out as well. Lots of people have mentioned the option of doing away with shops to go for more money control. It will be cool to play a game that has actually applied this idea. Cool.

Lausen
11-18-2007, 10:51 PM
So when exactly do you think you'll have your demo ready? I really want to try this out.

Wavelength
11-20-2007, 05:20 PM
The conversation system sounds great. I think it'll be a nice breath of fresh air--who cares if a precious few games have done it before? It's always a good idea to give one or two good examples when you have a cavalier take on a feature.

Your Custom Shop System sounds so amazingly cool that it's making your great conversation system sound like crap. :D Honestly, I love seeing this kind of stuff even in Professional games, so to have it in an RM3 game should be awesome. You could work so many neat tangents into it...